Am Lightning System gearbeitet
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@@ -3,12 +3,9 @@
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uniform vec4 m_Diffuse;
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uniform sampler2D m_BarkMap;
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uniform bool m_HasBarkMap;
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#ifdef HAS_SCENE_LIGHT
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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#endif
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uniform vec3 m_LightDir;
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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in vec2 texCoord;
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in vec3 worldNormal;
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@@ -20,19 +17,8 @@ void main() {
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? texture2D(m_BarkMap, texCoord).rgb * m_Diffuse.rgb
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: m_Diffuse.rgb;
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#ifdef HAS_SCENE_LIGHT
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float diff = max(dot(n, normalize(m_LightDir)), 0.0);
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vec3 light = clamp(m_AmbientColor + m_SunColor * diff, 0.0, 1.0);
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#else
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vec3 sunDir = normalize(vec3(0.6, 0.7, 0.4));
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vec3 fillDir = normalize(vec3(-0.5, 0.3, -0.4));
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vec3 rimDir = normalize(vec3(-0.3, 0.5, 0.7));
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float sun = max(dot(n, sunDir), 0.0);
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float fill = max(dot(n, fillDir), 0.0) * 0.22;
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float rim = max(dot(n, rimDir), 0.0) * 0.14;
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float sky = dot(n, vec3(0.0, 1.0, 0.0)) * 0.4 + 0.4;
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vec3 light = vec3(clamp(sun * 0.75 + fill + rim + sky * 0.09 + 0.05, 0.0, 1.0));
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#endif
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gl_FragColor = vec4(baseColor * light, m_Diffuse.a);
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}
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